- Koniption - 10-01-2009
Hehe, cool! I can see the weathering effect already. Thanks for those nice screenies. I also like the screenshot of what looks like a tree with a lizard/snake being in it.
Koniption
- Senten - 10-01-2009
Wow, excellent details!
How hard the UV map in Zbrush?
Maybe i'll use Zbrush for modelling.
`SN
- SACarrow - 10-01-2009
I found this article based on the Google search for high poly normal maps. It's Max-centric, but might still be helpful.
HTH,
Steve
- sHAdowgAme - 10-01-2009
Xaeaix: Yeah those holes are where the roots will be busting through the wall. I added them there, because it wasn't subdividing evenly at those spots.
KP: Thanks. It s supposed to be a Naga. Maybe not clear enough though. In the hallways that leads to the hist tree, I want to have a series of reliefs on the walls that tell of the history of the reptilian races of the black marsh. Maybe one of the story/quest people can help me with that.
SN:I haven't used Zbrush for UV unwrapping, but it exports to any major modeling program, so you can just use what you are used too. You probably will not be UVing a high poly model anyway, unless you were making a full motion movie.
SACarrow: I browsed that article. I don't use max normally, I just use Zbrush for HP sculpting and maya for low-poly modeling and normal map generationg. I have also gotten good results from Xnormal, which is free, and in many ways, better for the job.
Occasionally I will use silo. But only if I am feeling zesty and kinky.
- Ibsen's Ghost - 10-01-2009
It's coming along beautifully....and I love the Naga. It's perfect. The art is stylised so it doesn't have to accurately depict the sort of Naga that we will eventually develop (I hope).
@ SG & KP - do you think the poly count can be 'crunched' without losing too much detail? I see that SG's shapes are in the traditional Mayan blocky style so this should go in our favour but the sculpted walls aren't going to be a problem, are they?
I'm enjoying reading these updates...very exciting! If you let me know which BM race you're moving on to each time SG, then I'll try to send some lore your way. Deeza is a better authority than me on the lore. I just make stuff up based on what he tells me because if the lore of BM wasn't flexible enough I wouldn't be working on this project at all.
I've already written bits on the Sarpa and the rootworms myself. You won't find much in the lore section on the Sarpa as they're part of the main quest ideas which I'm keeping close to my chest. But you should be able to find the rootworm thread in the lore section dead easy and then start browsing from there. So rather than direct you to individual threads, here's the section: http://www.silgrad.com/wbb2/board.php?boardid=155 . There's rootworm lore drafts and Black Marsh lore that may prove most useful to you and I'll see what we can offer regarding: Argonians (mainly the Argonian account), Naga, Paatru & Sload (if they are eventually added). We can also look at exploring the feathered serpent (and perhaps why it's no longer in the marshes other than in a stuffed form).
- SACarrow - 10-01-2009
This post I found dealt with ZBrush and Maya, neither of which I know. Might be helpful. It'd be a shame to lose all that detail if it can be faked-and-baked into a mormal map.
Steve
- sHAdowgAme - 10-01-2009
The only detail that will really be lost is in the silhouette, and even there, there will not be much of a difference. Check out page 3 of this thread for some examples I made from an earlier version of the hist temple.
- Ibsen's Ghost - 10-01-2009
Excellent! =) Did you get the far nif issue sorted?
- sHAdowgAme - 10-01-2009
Yeah. Just remodel and texture everything as if it were for the ps1 or iphone.
- sHAdowgAme - 10-09-2009
here is the high poly sculpt (take 1) for the entrance ornament thingy...
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